![]() |
Death and Capture - Standardize Rules & Extra Mechanics - Printable Version +- Chronicles of Eternia (https://chronicles-of-eternia.com/forum) +-- Forum: Out of Character (https://chronicles-of-eternia.com/forum/forum-1.html) +--- Forum: Suggestions (https://chronicles-of-eternia.com/forum/forum-7.html) +--- Thread: Death and Capture - Standardize Rules & Extra Mechanics (/thread-1621.html) |
Death and Capture - Standardize Rules & Extra Mechanics - SP00K_E - 02-08-2020 There are many, many factors that have lead to the recent dramas these past few days. I think one thing that could go a long way to calming the paranoia and general upset with how PVP-focused the game seemed to become with the last 2 major releases. So I'll be dredging up that old talking point: the first cap kills. And before you post "OH IT'S NOT THAT COMMON", yes I know. But it -has- happened and has happened in -very- public ways to some much-beloved characters among both antagonists and protagonists. It may not be common but the few times it did happen set a precedent that made many players paranoid and unlikely to take risks. The Moonfall arc followed immediately by Theria and Demons, while all the executions and sacrifices had IC context for the war, did not help with the paranoia. And the entire paranoia wouldn't be there if the game's rules didn't play with death so fast and loose. Being captured leaves you entirely at the mercy of the player capturing you and most people are afraid to contact the administration if they feel the situation is unfair. And in some cases, I think players are afraid to protest unfair situations because of certain factors of public humiliation from the non-admin playerbase for not just taking the death. We have a lot of toxic AF people in Eternia. This isn't the only problem I've observed but I think it's the easiest to solve, and would go a long way to calming the current atmosphere. Nobody wants to lose their character, and nobody wants to die in a lame way. But death is a very, very common occurrence on E3 with little regulation and its current 'rules' are easily abused. People are uncertain to take risks and roam the map because the few first cap kills there have been set a precedent even if they aren't that common. I think that many players would be more willing to take risks in RP if they felt they had the security of a much more structured system of rules regarding character death and capture. This is going to be long and reaching as fuck, but I think that it's a good suggestion that would calm at least part of people's apprehensions about the PvP aspect of the game. Here's the ruleset that I'm going to suggest. I saw rules like this in another game with a much darker setting than Eternia and I thought they struck a very nice balance of subduing murderhobo behavior, making players feel secure in taking risks, and balancing fairness in capture and kill gameplay. Death Enacting the death of another PC should be a decision of grave importance. Even when it comes to the possibility of execution, there should often be the possibility of escape. Attempts to kill a character can fail. Character death should only be a climax of a properly RP'd and developed event/conflict/plot. 1) Most attempts to kill a character are made under a roll of the dice, even if the character is fully at another's mercy in a capture. The hand of fate is fickle and luck is the greatest resource in the world. This doesn't mean mercy is shown, this means they have some possibility to escape death even in a full capture scenario.
Even the most irreprehensible of the races of men were still once simply men. Many combatants escape death because the communal nature of humanity makes the slaying of a fellow humanoid an intensely emotional affair. Unconsciously or consciously even hardened soldiers will often avoid landing killing blows or shot against their enemies. Living a live steeped in blood and death takes its toll, wearing away at the nobility of man and its calm visage. 1) All characters begin play with 5 points of humanity in their character stats. This stat starts the same regardless of a new character's personality and IC motivations, it's simply an abstract for self-control and unconscious behaviors. It primarily exists as a mechanic to disincentivize what could be seen as "battlecuck" or "murderhobo" behavior that falls outside of being an antagonist.
The world is a cruel place. While death will be less common, imprisonment, capture, and slavery will become a much more common result. However most players would want to sit alone in a prison for days at a time far less than even dying. Logging into a locked cage with nothing to do and nobody to speak with for hours can make a person suddenly want to play other games or abandon the captive character to play alts or rebirth. 1) Captive characters should be afforded the opportunity to RP rather than having imprisonment regardless of faction feel like an OOC punishment for their IC actions.
I know most of you are going to hate this and mock it, but I figured I should say something before I leave. There are still many other issues I think the server has as well that I'm less of an expert at solving, from a want for more admin transparency to a latent toxicity that a decent portion of the community displays. A lot of bad decisions have been made both in administration and by the playerbase that led to the constant cycle of drama that we have now. This is just the first solution I had in mind because it's one of the more visible points of contention people have had. RE: Death and Capture - Standardize Rules & Extra Mechanics - Lammy - 02-08-2020 I like the idea of using dice rolls when performing these kills. It takes a load off for a few things. If anything, a lot of things would wind up to luck with more people rolling dice for their actions and letting fate decide. Feels more like D&D and it will take the load off people who think it was an OOC thing. RE: Death and Capture - Standardize Rules & Extra Mechanics - Heals - 02-08-2020 I like this a lot. Humanity mechanic cool. World of darkness-y. RE: Death and Capture - Standardize Rules & Extra Mechanics - Red Reika - 02-08-2020 I think basically everything about this is a good take on how deaths and the aftermath of combats work in general. I've said in the past that the clearly too-old-to-be-used system of Restrained, Dangerous and Deadly was due to a complete rework to adapt and serve the new scenario and the playerbase at this point, and I think this is a good starting point to be thinking on how to rework the old system or even make a new one. RE: Death and Capture - Standardize Rules & Extra Mechanics - Jetniss - 02-09-2020 This just sounds like Depravity with extra steps. |