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death world? (my idea)

Posted: 26 Apr 2009, 09:05
by meway
OK here is an idea i came up with than i read what the ideal death place is
OK when the character dies i think it should have a timer of an hour to choose weather to warp to graveyard or warp to town, and pay a fee of 5k instead or ,i could design a purchasable death token.

second when you choose graveyard and are warped to the death realm ,were we can be creative use your imagination. Here you are greeted by death as suggested on the wiki. than everything else that the wiki suggest except instead of the map changing at random have the graphics change, to confuse you, every 5 min or so, threw one maze... and on the far side u get a soul minhire that gives you the option of everything includeing exact death location. also i would use fother _k pet the poltergeist thing as an npc that if you decide the maze is to hard at anytime u can just pay it to be warped at he soul minhire rock which can take you from there

Re: death world? (my idea)

Posted: 26 Apr 2009, 13:23
by knulfine
do i understand it right?
weather you pay some GP or you go to some random place in a maze where you have to find the way out?

Re: death world? (my idea)

Posted: 26 Apr 2009, 15:46
by Crush
There are similar plans for TMWServ: http://wiki.themanaworld.org/index.php/Afterlife

Re: death world? (my idea)

Posted: 26 Apr 2009, 17:03
by meway
i tried to make them as close to that as passable but make it less annoying and easier to get out of

Re: death world? (my idea)

Posted: 22 Jun 2009, 00:57
by Addex
Nah, i prefer how it is right now. :mrgreen:

Re: death world? (my idea)

Posted: 22 Jun 2009, 13:29
by Pandemonium
I play UO and there is nothing more aggravating then a death run to a healer then back to your body for a chance at dieing again to the mobs that are probably still sticking around your corps....

I you want to punish some one for dieing take an amount of 'Experience' from there character... This could result in the loss of levels and stats but wouldn't damage the game play, by forcing 'nonsense after death' content on players.

Say NO, to 'nonsense after death'

Re: death world? (my idea)

Posted: 22 Jun 2009, 23:58
by Superkoop
Pandemonium wrote: I you want to punish some one for dieing take an amount of 'Experience' from there character... This could result in the loss of levels and stats but wouldn't damage the game play
The thought that losing EXP is a better punishment than "nonsense after death" is foolishness. Because the players lose so much more time while having to regain their lost experience; and it's simply frustrating to spend multiple hours to gain a level, and you lose it because one time you weren't able to heal in time. That will make players very frustrated; and games should make people happy, not overly frustrated.
However the current plan will sufficiently make people not want to die, along with giving them something to do. http://wiki.themanaworld.org/index.php/Afterlife

Re: death world? (my idea)

Posted: 23 Jun 2009, 01:33
by Jaxad0127
We also have other things planned for that afterlife.

Re: death world? (my idea)

Posted: 23 Jun 2009, 06:53
by Rotonen
We will keep on developing our idea further. We will roll it out on a testing server at some point in the future.

If it gets crushed by you, it will not roll out onto the main server. Rest assured.

Re: death world? (my idea)

Posted: 23 Jun 2009, 07:49
by Pandemonium
Superkoop wrote:
Pandemonium wrote: I you want to punish some one for dieing take an amount of 'Experience' from there character... This could result in the loss of levels and stats but wouldn't damage the game play
The thought that losing EXP is a better punishment than "nonsense after death" is foolishness. Because the players lose so much more time while having to regain their lost experience; and it's simply frustrating to spend multiple hours to gain a level, and you lose it because one time you weren't able to heal in time. That will make players very frustrated; and games should make people happy, not overly frustrated.
However the current plan will sufficiently make people not want to die, along with giving them something to do. http://wiki.themanaworld.org/index.php/Afterlife
I really disagree! The redundancy of it is going to be more discouraging then an EXP loss of less then 1% (probably best to have it be dynamic and the % be basted on level) Perhaps a 'choice' thats what liefs about... go do the nonsense after death, Lose a bit of experience or Pay a hefty fee.

I'll definitely be around on the test server to see how this is going work out...

Re: death world? (my idea)

Posted: 23 Jun 2009, 16:23
by Jaxad0127
Pandemonium wrote:I really disagree! The redundancy of it is going to be more discouraging then an EXP loss of less then 1% (probably best to have it be dynamic and the % be basted on level) Perhaps a 'choice' thats what liefs about... go do the nonsense after death, Lose a bit of experience or Pay a hefty fee.
Yes, that is one option we're looking at. You can give up exp to return immediately, or go through the maze.

Re: death world? (my idea)

Posted: 23 Jun 2009, 16:55
by Jumpy
hi

couldn't this go like several levels...

first times you die you go to realm of death and have to find npc's that will teach you tmw (history, races, gods, elements, magic, etc etc and so on)

then when you made a round turn on all tmw history background and so on, you have to do some quests in that same realm of death. Those quests allow npc in tmw life game to give free items (healings items or foods or potions, crystals,...) those items could be dropped by fountains npcs or representations of gods (of course to enter in the parc where the fountain stands or temple or whatever the name of the place) you have to gain the right to enter in it with small quests or enigmas (based on history, races, gods, elements, magic, etc etc and so on).

but after some number of death you had, you get higher quests inside, no xp gain on those quests of course, and you have to do it in a certain amount of time
2 possibilities:
1. more time you spend doing them more xp you lose from your actual xp when you died or...
2. regarding the time you have been alive and the xp you gained during that period: the more you stayed alived, the less xp you lose

just some ideas but please consider them they might make the game more fun and interesting and people more aware of the game culture and back ground history

Regards

Re: death world? (my idea)

Posted: 23 Jun 2009, 17:44
by Savi
Crush wrote:There are similar plans for TMWServ: http://wiki.themanaworld.org/index.php/Afterlife
After reading the Afterlife idea I have a question about the random maze generator or another option to consider if possible.
Instead of doing a maze, what if you had a room with multiple exit points as in doors. Would it be possible to put a random generator onto an exit where you are sent to another room that would also have multiple exits. I would think it would be easy to create a room with the exits, duplicate that room and add the random generator exit to each room. Rooms could have mobs that would need to be killed before an exit would work.